
export const VertexOutput = /*wgsl*/ `
struct VertexOutput {
    @builtin(position) Position : vec4<f32>,
    #if ~{def.normal}
    @location(0) normal : vec3<f32>,
    #endif 
    #if ~{def.texCood0}
    @location(1) texCood0 : vec2<f32>,
    #endif
    #if ~{def.texCood1}
    @location(2) texCood1 : vec2<f32>,
    #endif
    #if ~{def.tangent}
    @location(3) tangent:vec3<f32>,
    #endif
    #if ~{def.color}
    @location(4) color : vec4<f32>,
    #endif 
    #if ~{def.uvWidthFactor}
    @location(5) uvWidthFactor : vec4<f32>,
    #endif 
    @location(6) fragPosition:vec3<f32>,
    #if ~{def.logarithmicDepth}
      @location(7) flogz : f32,
    #endif
    @location(8) orgin:vec3<f32>,//几何体的源点
   
    // #if ~{def.lightCastCount}
    // @location(12) shadowPos: vec3<f32>,
    // #endif 
    // #if ~{def.shadowMap2}
    // @location(13) shadowPos2: vec3<f32>,
    // #endif 
    // #if ~{def.shadowMap3}
    // @location(14) shadowPos3: vec3<f32>,
    // #endif 
  }`;